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1509 Uppsatser om Online visual merchandsing - Sida 41 av 101

Visuell Navigation : En studie om vägledande visuella element i spel

Visuella vägledande element kan höja eller sänka en spelupplevelse. Därför har vi gjort en studie kring hur man kan uppnå intuitiv visuell navigation med fyra beprövade visuella vägledande element, nämligen ljussättning, färgkulör, färgmättnad samt objektplacering. Dessa element har använts för att skapa ett visuellt språk i en bana som vi har låtit ett antal respondenter spela och simultant kommentera. Resultaten har varit som väntat, att ljussättning fungerar som det starkast vägledande elementet, samt att respondenterna reagerade på, samt vägleddes av, nämnda element..

Fan fiction en värld för fans : En textanalys av fan fiction

This thesis is a qualitative study in which 12 award-winning printed adverts, awarded with either a Swedish ?Guldägg? or an international Clio Award, have been analyzed from a rhetorical perspective. Visual rhetorics were used to analyze the adverts in order to expose the rhetorical concepts and to find out whether the rhetorical concepts represented in the Swedish adverts are the same concepts represented in the international adverts. One of the conclusions drawn is that pathos-arguments, a rhetorical concept where the senders allude to the emotions of the receivers, are the most prominent in both Swedish and international adverts, but are used in different ways. Another conclusion drawn is that the adverts are overall characterized by their messages not being explicit.

Med sikte på Counter-Strike : Om pro gamers val av gaming gear

Counter-Strike has established itself as one of the most popular computer gaming phenomenon the last decade with a major online community and loyal fan base. Within the world of e-sports it has also become one of the most lucrative games to compete in. In order to keep up with the competition it has always been important to use the best hardware available for the task. This thesis is about these tools that gamers use to play - gaming gear - and how pro gamers train to increase their chances of winning. We investigate various factors that might be important in their choice of gaming gear when they play, and how they train to use these artifacts more efficiently to get maximum performance.

Packaging Design as a Brand-building Tool

The topic of our thesis is Packaging Design as a Brand Building Tool and we are presenting the Scandinavian perspective. We found the topic interesting because, from a theoretical point of view, we identified a scarcity in research focusing on packaging design as a brand management tool, and from a practical point of view, we found out that businesses use packaging design at different levels in their communication efforts. Thus we wanted to provide both academia and business world with a clear picture to what extent and how businesses use packaging design in their brand-building process. Therefore the aim of our thesis is to provide practitioners and academicians alike with a better understanding of how packaging design can be used to create strong brands in the FMCG sector in the Scandinavian market. To reach the stated aim first we provided a solid theoretical background of packaging, its elements and its role in the marketing mix.

Spegel, spegel p? sk?rmen d?r. En kvalitativ studie om kundresan och kundupplevelser i samband med testning av sk?nhetsprodukter online med hj?lp av Augmented Reality teknologi

Under det senaste decenniet har den teknologiska utvecklingen omvandlat m?nga aspekter av m?nniskors liv, inklusive hur de handlar och konsumerar olika produkter. Inom sk?nhetsindustrin har anv?ndningen av Augmented Reality (AR) teknologi skapat m?jligheter att testa kosmetika virtuellt online. Flertalet tidigare studier har diskuterat teknologins m?jligheter och framsteg generellt och hur de har p?verkat traditionella k?pm?nster inom olika branscher.

Personlig_Bankman - En kvantitativ undersökning om bankers kommunikation på Twitter

Banks and their products are traditionally characterized as high involvement, informational purchases and as such there is a need to shape the market communication to be logical and catering to the need for information that customers are bound to have. With the advent of social media and web 2.0 a company can no longer opt out of the online discourse regarding their company. As social medias are characterized by being an active media, tailored to personal exchanges and opinions, the match with the high involvement approach that banks usually have to employ is not always ideal. We have examined what happens when banks use different degrees of personal message content and sender profiles on Twitter. Our findings suggest that while some strategies generate higher WOM intentions, others may provide a greater level of sender credibility..

Re-design av Rättviseförmedlingens webbsida : hur utvecklar man en webbsida med hänsyn till olika intressenter och deras behov?

This report presents the redesign of the online-based non-governmental organization Equalisters? (Rättviseförmedlingen in Swedish) website. It aims to achieve an understanding of how you take into account the user and other stakeholders and their interests when developing a website. The focus was on redesigning an existing website and prioritize the different stakeholders? needs.

Augmented Reality som ett hjälpmedel för produktvisualisering i möbelindustrin: en fallstudie

This paper examines the potential benefits of using augmented reality as a tool for visualizing furniture in a buyer?s own environment before buying it. A simple prototype is developed and tested.  The steps for developing the prototype are described in great detail as well as the tools being used. The prototype is tested both on people working in the furniture business as well as people with experience in buying furniture online. In conclusion the results from the user tests are analyzed and the potential benefits are described.

Den lärosamma leken, datorspel : Hur datorspels interaktiva miljö motiverar lärande med direkt återkoppling

Denna studies syfte är att undersöka hur personer på ett forum upplever att de lära sig spelen de spelar, ett fokus ligger på hur mycket de lär sig genom spelet och av de som de spelar med. Motivering har även varit i fokus där vi har kunnat se flera olika sätt som datorspel hjälper till vid att motivera lärandet och där en förlust inte alltid behöver vara negativ. Det försöks även göra en skillnad på så kallade vanliga datorspel och datorspel som är framtagna utbildningssyfte. Frågorna på forumet används sedan för att försöka förstå vilka delar av datorspel som lärandet sker i och hur de som svarade på forumet själva uppfattade att lärandet har gått till..

Användarcentrerad design för att förbättra rapporter i kvalitetsregister

In modern health care, the quality registry is anexcellent tool to monitor everyday work. Collected data forms a foundation, presented as online reports, from which local work efforts to refine care quality can be performed. All reports are coded manually by specially trained developers. This is a tedious process and hence becomes a bottleneck in the strive for improvement.This thesis evaluates whether an extended way of dealing with reports can fit into the existing work situation, with main focus on the idea of creating custom reports directly within a quality registry. It provides a set of conclusions regarding today's usage of reports as well as the users' general and specific needs within the area.

Musik och indexering i folkbiblioteken

This paper follows an analytical and critical line of reasoning concerningindexing and retrieval of music in Swedish public libraries. The focus ofthe discussion is based on the terms included in the subject heading list ofthe Swedish Classification System. The empirical study is performed inthe context of online catalogues in the public libraries of Örebro andGävle. The theoretical background relies on the indexing theory ofProfessor Frederick W. Lancaster.

Brunstvisningsförmåga hos SRB- och Holsteinkvigor

Oestrus in dairy cattle has changed over the last decades, the duration has decreased and the intensity of oestrus has declined. A possible explanation can be their high and increasing milk production. Heifers ability to show oestrus is probably not affected to the same extent. The aim of this study was to estimate and compare oestrus duration and strength in heifers of the Swedish Red and Holstein breeds. Standing oestrus has been the primary oestrus sign during many years.

Att se men inte höra : Ett eye-trackerbaserat hörseltest för spädbarn

En hörselnedsättning är en kommunikationsstörning som starkt påverkar en bebis utveckling på många områden, inte bara ljudperception och talad kommunikation. I Sverige screenas idag alla bebisar redan på BB, för att så tidigt som möjligt upptäcka medfödda skador. Dessa metoder har dock informationsbegränsningar angående hörselnedsättningens grad och frekvensberoende. När bebisar är ett halvår gamla kan den observerande audiometriska metoden Visual Reinforcement Audiometry (VRA) användas för att utreda hörselnedsättningen. Metoden baseras på att en audionom gör en subjektiv bedömning om bebisen reagerar och vänder huvudet till följd av presenterade ljudstimuli med känt frekvensinnehåll och känd ljudtrycksnivå.

Konvergenskultur ? en medieteoretisk studie : En beskrivning av mediekulturens samtida tillstånd, utifrån populärkulturella och meningsskapande praktiker och dess ramverk knutna till nutida dramaserier

Drawing from the theoretical foundations of the ?critical theory? of the Frankfurt School and the media ethnographic ?cultural studies? approach of the british Birmingham School, this study attempts to sketch out a media theoretical overview of the contemporary state of media culture. Using the term convergence culture as the foundation, this study offers a theoretical background to the two contemporary streams that are the significant and distinct tendencies of convergence culture: intermedial convergence, its contemporary state and historical tendencies that can be traced back using the past media theoretical approach of the Frankfurt School, and cultural convergence, its contemporary state and historical tendencies, which lineage in a media theoretical context can be traced back to the british ethographic ?cultural studies? field. Using contemporary drama serials to identify and pinpoint these two stream, this study shows how intermedial convergence expresses itself today through media conglomeration in terms of branding, product placement and marketing as the result of the ?completed? convergence between screen culture and popular music as the current defining state of commodity culture.

Ungdomar och datorn : Vilken roll spelar datorn i ungdomars liv?

How does the computer influence teenagers' lives. I interviewed five young people, and gave a questionnaire to another 47, about this.What I found was that they were aware of and handled well the risks with the Internet and the computer, but had problems with the computer taking too much of their time. They wanted more time for their families and outdoor activities. It was mainly the Internet that seemed to have an influence on the teenagers, not the computer as a machine. They told me that there was a rough climate on the Internet, partly because of the possibility of being anonymous.

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