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1266 Uppsatser om Participants - Sida 41 av 85

Bakomliggande orsaker till användandet av kosttillskott : En enkätstudie om användning och attityder till kosttillskott

Several studies shows that dietary supplements do not have any proven effects on health, yet these supplements are increasing in sales. The study aims to find out what attitudes and knowledge people involved in physical activity have towards supplements and which factors influence them to buy supplements. How these factors differ between men and women was investigated. The study is based on answers from 100 collected questionnaires from people who are physically active at several gyms. Of those who participated in the study, 56 percent were men and 44 percent were women.

På grund av dålig arbetsmiljö?

The purpose of this report was to investigate what characterizes a good psychosocialwork environment, and whether it may have impact on a vessel's safe voyage. Thisreport is proposed to increase the understanding of what creates a good psychosocialwork environment and its potential effect on safety at sea. In order to find out thesuccess factors for a good work environment group interviews were conducted in socalledunstructured focus groups. During these conversations, the Participants discussedfreely by the question "what is a good psychosocial work environment for you?? Thesuccess factors were thereafter applied on selected accident reports, to investigate theextent to which they were represented and taken into account.The results of the study show three categories of factors: colleagues, communicationand competence, where colleagues are the main contribution to a good psychosocialwork environment.

Inlevelse genom narrativ i spel

Detta kandidatarbete undersöker problemet med konvergeringen av narrativ och interaktion och varför en konvergering mellan dessa hämmar deltagarens inlevelse i ett spel. Utifrån spelet Traverser redovisas i detta kandidatarbete processen och resultatet av hur ett interaktivt narrativ kan väcka inlevelse hos deltagaren genom att låta berättandet ske subtilt och icke-linjärt, där spelaren uppmanas till att vilja utforska narrativet på egen hand i form av en miljö i Traverser. This bachelor?s thesis discusses the problem of converging narrative and interaction and why the convergence between the two tends to arrest the Participants immersion within a game. Through an interactive narrative by letting the narration take place subtly and nonlinearly, this bachelor?s thesis reports the process and result of how an interactive narrative could provoke immersion within the game Traverser, where the actor is urged to explore the narrative independently in the shape of an environment..

Dimensionering av curlinghall, En jämförande studie av BKR och Eurocode

The purpose of this report was to investigate what characterizes a good psychosocialwork environment, and whether it may have impact on a vessel's safe voyage. Thisreport is proposed to increase the understanding of what creates a good psychosocialwork environment and its potential effect on safety at sea. In order to find out thesuccess factors for a good work environment group interviews were conducted in socalledunstructured focus groups. During these conversations, the Participants discussedfreely by the question "what is a good psychosocial work environment for you?? Thesuccess factors were thereafter applied on selected accident reports, to investigate theextent to which they were represented and taken into account.The results of the study show three categories of factors: colleagues, communicationand competence, where colleagues are the main contribution to a good psychosocialwork environment.

Att öppna upp sjukvårdens förändrings- och utvecklingsarbete : En studie av medskapande innovation i primärvården

Healthcare in Sweden are in need of a drastic change to meet the requirements of highly developed societies, and information technology is seen as an essential part to get there. However, the Swedish healthcare have to challenge their traditional innovation approaches as well. For example, it has become more common to engage patients in the innovation process through web-based platforms. We have been focusing on an approach called co-creation by studying a workshop, in which potential users and other stakeholders are cooperating creatively to come up with innovative solutions in order to improve healthcare practice. Our findings suggests that co-creation may increase the mutual understanding between different stakeholders, for example healthcare professionals and IT developers, enable horizontal learning through and outside the organization and also to raise concepts and actions that are responding to healthcare needs.

Valet av Renegade och Paragon i Mass Effect - Undersökning av möjliga aspekter på valet att spela som ond eller god med fokus på spelarens subjektiva upplevelse

The purpose of the study was to examine possible aspects concerning the choice to play as good or evil with a focus on the players´ subjective experience. A form was constructed and the material was interpreted according to Interpretative Phenomenological Analysis (IPA). The games Mass Effect I and II were used as an example of the choice to play as good or evil since the choice between Renegade (evil) and Paragon (good) is present. The sample consisted of individuals who had played Mass Effect I and/or Mass Effect II and were over 18 years old. The end result concerning who played a Renegade or a Paragon came to be very uneven (15 out of 16 Participants played a Paragon) which means that the result mostly relates to possible aspects concerning the choice to play a Paragon.

Anhörigas vardag : En kvalitativ studie om att ge omsorg till en närstående

ABSTRACTThe purpose of this thesis has been to increase the knowledge about the life situation for next of kin who are caring for the elderly and mentally disabled. Also, the impact of ?supportive actions? on the quality of life for the next of kin has been assessed. This study tried to answer the following questions:? How do next of kin perceive their every day life.? Do supportive actions lead to a better situation in your every day life.? Do supportive actions raise the quality of life for next of kinTo answer the questions above a qualitative method was used.

Hinder och möjligheter för att lindra smärta hos äldre personer - en empirisk studieObstacles and opportunities in dealing with pain management amongst older people - an empirical study

BACKGROUND: There is a high incidence of pain amongst older people. Several studies have shown that between 50 to 80 % of older people, who require domestic care or live in care homes, suffer from pain. Despite this many older people are under treated. AIM: The aim of this study was to explore what care providers perceive to be obstacles and opportunities of managing pain in older people. METHOD: A qualitative approach was used and the date was semi-structured interviews with open-ended questions.

Samiska kvinnors levnadsvillkor i kulturen och rennäringen

Previous research often includes juridical, political, economical and historical aspects of the Sami population. The research about the Sami women are limited therefore is was important to investigate the living conditions of the Sami women. The purpose with the study was to investigate the living conditions of the Sami women from a culture- and reindeer-herding view in relation to social gender and the majority society. Four individual interviews were performed with women who worked with reindeer-herding in the Sapmi area in north of Sweden. The interview guide was semi-structured and the data were analysed with the phenomenological method Interpretative Phenomenological Analysis, which has a focus on subjective experiences.

?Införandet av ett nytt ledningssystem : En undersökning över vilka faktorer som kan ha betydelse vid förändringar

AbstractThe dynamic environment means that organizations always faces new challenges. There are various factors which could affect the process of change thus the purpose of this investigation is to research into the key values of organizational changes. We have done an in-depth research about a planned and ongoing process of change in the organization HEM. The aim is to investigate how knowledge and learning are spread among the staff in the company before and during changes. Also further investigation has been made to study the communication between management and employees through the changes. This report includes seven individuals with different working positions within the organization.

Skriftbruket hos två elever på yrkesförberedande program: En skriftetnografisk undersökning

This essay elucidates upper secondary students? literacy practices, (literacy events, literacy competencies and literacy culture) during a typical day, with focus on the daily literacy practices. A literacy ethnographic study conducted in the environment which Participants naturally are, at home, at school and in leisure. The study is inspired of a project, Skriftbruk i arbetslivet, ´Literacy Practices in Working Life´, that conducted by Anna-Malin Karlsson, Per Ledin and Olle Josephson, in collaboration with Vetenskapsrådet ´Science Council´(2002-2004).The result of this study shows that students from professional preparing programs not use such literacy competencies that been tested in traditionally reading comprehension test, particularly much. However, do they read a lot during the literacy practices day by television, computer and mobile phone.

KBT och mindfulness i gruppinterventioner för insomni: en randomiserad, kontrollerad studie

There is strong evidence that cognitive-behavioural therapy for insomnia (CBT-I) is effective. The aim of this study was to compare 7 group-sessions of mindfulness-based cognitive therapy for insomnia (MBCT-I) with 3 group-sessions of CBT-I, on sleep measures and sleep related psychological processes, such as pre-sleep arousal, thought control strategies and mindfulness. Participants (N = 44; age 18-66) with long term insomnia were stratified and randomized into waiting list, MBCT-I and CBT-I. Significant improvements were seen in both groups, compared to waiting list, for instance on insomnia severity, sleep latency and restorative sleep. Small improvements on psychological processes were also found in both groups.

Val av samarbetspartner vid bildande av strategiska allianser för små och medelstora teknikföretag

Background: A majority of strategic alliances do not create value for the Participants. One of the main reasons for the high failure rate is an inadequate process for partner selection. If the correct partner is not selected, it can have serious effects on the management of the partnership. This is a serious problem since failed alliances usually are very expensive for the involved companies. Purpose: The purpose of this thesis is to investigate which theoretical factors are important when selecting a partner for a strategic alliance.

Byggtekniska lösningar för takfot och infästning av fönster i yttervägg

The purpose of this report was to investigate what characterizes a good psychosocialwork environment, and whether it may have impact on a vessel's safe voyage. Thisreport is proposed to increase the understanding of what creates a good psychosocialwork environment and its potential effect on safety at sea. In order to find out thesuccess factors for a good work environment group interviews were conducted in socalledunstructured focus groups. During these conversations, the Participants discussedfreely by the question "what is a good psychosocial work environment for you?? Thesuccess factors were thereafter applied on selected accident reports, to investigate theextent to which they were represented and taken into account.The results of the study show three categories of factors: colleagues, communicationand competence, where colleagues are the main contribution to a good psychosocialwork environment.

Alternate Reality Games : Framtidens Marknadsföringsform

An alternate reality game, often abbreviated as ARG, is a mix between a game and a crossmedia interactive story using mainly the Internet as a platform. The game is built around the idea of teamwork among its Participants. The players cooperate to solve puzzles allowing them to go forward in the story of the game. The marketing element is in different ways included in the story.A few Alternate Reality Games such as The Beast, The Art of the H3ist and The Lost Ring have previously been launched as marketing campaigns. This bachelor thesis aims to examine the possibilities of Alternate Reality Games as an alternative marketing tool for profit-driven companies.

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