Sökresultat:
13376 Uppsatser om Online social networks - Sida 6 av 892
Vägen till den virtuella butiken - en studie om Gina Tricots möjligheter att marknadsföra sig online
Internet når idag över 8 miljoner människor i Sverige och är en naturlig del av vardagen för många. För företag betyder detta en viktig marknadsföringskanal som inte bör underskattas. Genom att kommunicera med målgruppen via plattformer såsom sociala nätverk, bloggar och mikrobloggar kan företag erbjuda mervärde och bygga relationer online. Genom att utnyttja rätt marknadsföringskanal kan onlinemarknadsföring undvika att uppfattas som påträngande för konsumenten och istället inspirera på ett hjälpfullt sätt.Syftet med studien är att med en kartläggning av fast-fashionkonsumenters nätbeteende och attityder fastställa hur modeföretaget Gina Tricot som har flera försäljningskanaler kan öka besöksfrekvensen till den virtuella butiken genom marknadsföring online. Uppsatsen har en kvalitativ ansats med en fallstudiedesign.
Ett kommentarsfält blir till : När sociala föreställningar sammanflätas med digitala material
Many people perceive a division between an online world and the ?real? world outside of the World Wide Web. However, this view often leads to a reduced sense of importance ascribed to what takes place online, even though it affects life in very real ways. In our study we aim to explain the importance of how meaning is built in to sociomaterial compositions. By analyzing comment fields hosted by a Swedish IT-journal we illustrate how what is being said interplays with the technological platform in various ways.
Onlinemarknadsföring inom spelbranschen: en fallstudie av två onlinespelbolag
This thesis addresses online marketing within gaming industry. Some customer identifying methods and website development were introduced as well as examined over the Internet. An empirical study focusing on two gaming companies has been carried out. The purpose has been to describe the use of internet by online gaming companies for online marketing. The thesis will focus on finding out how online gaming companies identify their target groups on internet and how they use internet to reach out to their consumers.
IT för att bygga nätverk : Att komplettera personliga relationer med IT
Globalization has lead to evolvement of teamwork between companies and their customers. One reason for this change is the growth of the IT community and the propagation of the Internet. This in turn has lead to faster communication within business networks and also a higher degree of integration between companies.The purpose of this thesis is to describe IT can be used to develop and support networks formed around IT corporations. IT also aim at describing what impact usage of IT within personal networks has on usage of IT within business networks. The thesis is limited to IT-companies using IT artifacts, not only for communication within its organization, but also communicating with its customers and other IT-companies.
Trovärdighet på onlinebutiker inom mode : En kvalitativ studie av den estetiska utformningens påverkan på trovärdigheten vid ett första intryck
E-commerce is becoming more common in Sweden and many Swedes buy clothing and sporting goods online. Online fashion retailers offer a visually pleasing range of products, which places greater emphasis on the aesthetic design of the online retailer. This paper examines how the perceived credibility of an online fashion retailer is influenced by the aesthetic design through a first impression. This study was conducted through ten interviews where the informants observed, assessed, and then discussed the online fashion retailers that were used in this study. Results show that recognition of an aesthetic design and a perception of usability and professionalism affects the perceived credibility in a positive way.
Uppkopplad eller nedkopplad? -Konflikt mellan förnuft och känsla : En etnografiskt inspirerad studie av fyra studenters vardag online och offline
Purpose: The aim of this thesis has been to study and obtain greater understanding of the consequences of active social media use. Specifically, in terms of social identity, social life and the sense of belonging. Secondly, the thesis studies the consequences of disconnecting and for a limited amount of time opt out of the social media context.Method/material: The study is based on an explorative, cultural ethnographically-inspired method, in which four respondents were studied: two men and two women, all frequent users of social media. This was done in three steps: initial interviews, followed by social media diaries and finally a focus group. By allowing these methods to complement each other, the goal was to create an overall picture of the importance of social media in their everyday lives.The study's focus lies on the week in which the respondents kept social media diaries.
"Din jävla hora, du ska dö!" : En studie i hur näthatet påverkar kvinnliga journalister
With the expansion of the internet, the conditions for the online journalists have changed. Feedback is faster and more blatant than offline. The online abilities of anonymity and dispersion attracts people to both use and misuse. During 2013, the online expressions of hate towards women has been brought to attention in the media more than ever before. Nevertheless, the phenomenon is far from new.Our qualitative research including interviews intends to find out how the afflicted women journalists are affected in their exercise of their profession.
S?kandet efter partner online: ?r din anknytningsstil eller singelr?dsla din drivkraft?
Studiens syfte var att unders?ka hur engagemang inom dejting online p?verkas av
anknytningsstil, singelr?dsla och k?n. Det totala antalet deltagare var 86 individer
best?ende av 50 kvinnor och 36 m?n mellan ?ldrarna 19-54 ?r. Unders?kningen
baserades p? en enk?t och engagemang inom dejting online m?ttes genom ett
egenkonstruerat formul?r.
Socialt läsande på nätet : En studie av virtuella bokcirklar enligt grundad teori
This master thesis examines online reading groups with swedish participants. The aim is, by way of introduction, to investigate what kind of online reading groups that exist and how they work. The overall question of the thesis is: how do a conversation about books on the Internet look like? The theory used is Grounded Theory and this is a methodology which has influenced the hole structure of the study. Grounded Theory apply that issues and hypothesis must be created from the collected material, and the author collected for this reason material in the form of survey answers, email-conversations, blogmaterial and articles to draw up exact issues based on this material.The material was sorted into four different categories; social reading, reading fellowship, virtual freedom and anonymity and the issues were formulated according to this categories.
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..
Spelar representativ demokrati någon roll? : En fallstudie av nätverket Leader Linné
It has become popular for political scientists to discuss the transformation from government to governance and the networks? greater influence on public policymaking. However, this debate lacks methodological, empirical and theoretical research about the relationship between governance networks and representative democracy. The main objective of this essay is to understand the relationship between governance networks and representative democracy through a case study of the governance network Leader Linné. The theoretical framework includes four analysis models about the relationship between governance networks and representative democracy that are analysed by five factors connected to representative democracy.
TCP/IP i taktiska ad hoc-nät
TCP (Transmission Control Protocol) is a transport protocol designed for the wired Internet. In wireless networks packet losses occur more frequently due to the unreliability of the physical link. The main problem is that TCP treats all losses as congestion, which leads to a lower throughput. Ad hoc networks are multihop wireless networks of mobile nodes, where each node can allow other packets to pass through it. Topology changes often occur and may lead to packet losses and delays, which TCP misinterprets as congestion.
Om femfaktormodellen och elektroniska sociala nätverk
Denna studie undersöker hur människor engagerar sig med och på elektroniska sociala nätverk (OSN). Syftet var att undersöka på vilket sätt som personligheten påverkar hur vi använder OSN. Data från sextio deltagare insamlades genom ett webb-baserat formulär baserat på femfaktormodellen (?Big Five?) och instrumentet Big Five Inventory. Deltagarnas aktivitet på Facebook uppskattades genom frågor utformade för denna studie.
Online 3D presentationer : Vilken teknik är mest lämplig idag för små och medelstora företag?
Denna rapport beskriver och undersöker olika sätt att använda online 3D i webbpresentationer. 3D ställs emot vad som ibland brukar kallas 2,5D (Man fotograferar en produkt ur olika vinklar för att få en serie med bilder som kan ge en fiktiv 3D upplevelse). Rapporten ger bakgrund och historia över online 3D teknologi, ger en översikt över marknaden för online produktpresentationer idag och försöker ge en ögonblicksbild av situationen i andra kvartalet 2007 över en snabb föränderlig marknad. Fyra olika 3D system ställs mot varandra med hjälp av praktiska kodexempel och avslutas med en helhetslösning för dynamisk generering av webbsidor. Målgruppen är programmerare och webbutvecklare som tar fram material för små och medelstora företag..
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.