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1721 Uppsatser om Perceived Zero-sum game - Sida 19 av 115
Sticka ut är silver, passa in är guld: - och fyra andra medaljer i det svenska moderacet
The fashion market is highly dynamic, and characterized complexity, abstract phenomena and creativity. Further, differences between factors such as gender, countries and social classes pose increasing challenges to fashion companies and researchers active within this area. In light of these facts, the value of creating tools that help companies and professionals active within this industry becomes evident. Much research has been focused on creating a more thorough understanding of its underlying logics and its main drivers from a business perspective, whereas knowledge regarding fashion consumers and what drives their behavior are more limited. Through this study, insights about the Swedish fashion market and its consumers are generated.
Ungdomars riskförståelse angående damm (brott)
Requirements engineering is a widespread topic in the research field of informatics. However, there is little research regarding lack of requirements documentation and how it is perceived. The same applies for how requirements engineering in retrospect can be implemented. This is a debated issue on blogs and forums but it has not been reflected in the research area.Therefore, this study concerns research questions regarding how the developers, testers and requirements analyst experience the lack of requirements documentation and how requirements engineering in retrospect can be implemented.To answer these questions, data collection has been conducted through qualitative interviews with individuals affected by this problem in their everyday work.This study has provided an explanation of how the problem is perceived and what the consequences are, both direct and indirect. The impacts are divided into three categories and are presented as, emotional consequences, system implications and consequences regarding re source consumption.
Twig ceiling. Emotionell design i sjukhusmiljö - ur ett barnperspektiv
To be examined in hospitals can sometimes be perceived aspainful by children. Therefore there is a need for something,which can distract children?s attention from their perceivedpain. During my graduation project, I discovered a designopportunity to work with suspended ceiling systems inexamination rooms, as there is not much to look at whilebeing examined.The result, Twig Ceiling is an interactive nature-inspiredbacklit module with colored LEDs. Twig Ceiling has onelayer of pattern that is visible when the module is not litand the second layer of pattern appears when turning onthe light.
Gränser av hud, glänsande kroppar och längtan : En queer närspelning av Mass Effect 3
This essay aims to examine how the synthetic non-human subjects, EDI and Legion, are constituted in terms of their bodies, gender, desire and emotion, in the gaming series Mass Effect. In a close-gaming method I also want to explore in which way the gamer can effect or even change the expressions of the body, gender, desire, and emotion made by the synthetic non-human subjects. In order to do this I use Judith Butlers and Sara Ahmeds queer theory, and Donna Haraways cyborg feminism. I concluded that EDI embraces her embodiments and is given a highly sexualized female body, being more of a woman than a machine. While Legion is rather embracing disembodiment and is given a non sexualized, androgynous male body, being more of a machine than a man.
Eget ansvar i skolans utbildning : En kvalitativ undersökning av elevers och lärares uppfattningar av elevens eget ansvar i skolans utbildning
A subject that is being discussed often these days is the question about the pupils own responsibility for and influence over his or hers education. Therefore, we wanted to study what taking responsibility for ones education is, according to teachers and pupils. We interviewed pupils between the ages of nine and fifteen, and asked them what taking responsibility for their own education meant to them. We also interviewed their teachers and asked them how they perceived that the pupils own responsibility-taking worked. We used informants from two different schools, a big school in a city and a small school located in the countryside.
Det allmännas skadeståndsansvar : Skadeståndsansvar för ideell skada enligt frihetsberövandelagen
BACKGROUND: Today?s societal changes, including high rate of change and increasing information flows, are increasing the demand on the individual mental capacity. It becomes increasingly difficult to analytically process all the different dilemmas and everyday decisions as individuals have a limited mental capacity available to make these decisions. Thus, it has been suggested that ego-depleted relies more heavily on intuition, which is less burdensome, when making decision. However little is known about to what extent intuitive decisions differ from analytic.
Spelifiering som motivationshöjande hjälpmedel för fysisk aktivitet
In today?s world there are plenty of technological tools and methods available with the purpose to increase peoples motivation for a healthier lifestyle. One such tool is a so-called activity tracker which uses sensors to log the user's everyday life and present it as automatic feedback. Gamification is a new and successful method to motivate and engage people in fulfilling tasks by using game elements and mechanics. In this study, five participants were instructed to use the activity tracker and pedometer Fitbit Flex daily for three weeks. Halfway through the study the participants were ranked and listed against each other in a ranking list in order to evoke competition.
Participatory design in game design ? a study in collaboration and ownership
Denna studie berör områdena participatory design, speldesign samt idégenerering och syftar till att undersöka hur spelföretag interagerar med sina slutanvändare vid speldesign samt om participatory design kan användas i speldesign för att främja känslor av delaktighet och ägandeskap.
Studien har genomförts med intervjuer och undersökningar i form av en analys av fyra svenska spelföretags hemsidor och sociala medier för att se på deras interaktion med sina slutanvändare vid speldesign, samt en participatory designworkshop.
Resultaten från litteraturstudien och workshopen visar på att participatory design kan användas för att främja känslor av delaktighet och ägandeskap hos deltagarna. Vidare visar undersökningen av de svenska spelföretagen att interaktionen med sina slutanvändare över lag är låg.
De slutsatser som studien visar på är att genom att erbjuda sina användare möjligheten att bli delaktiga och att interagera med spelföretaget så får man en aktiv och stimulerande miljö vilken gynnar både spelföretaget och deras slutanvändare. Vad gäller participatory design så visar studien att det är ett förhållningssätt som går att använda inom speldesign. Vidare så visar det också sig att, om behovet för att välja ut mellan flera olika metoder och tekniker inom participatory design uppstår, så är ett ramverk ett mycket användbart och hjälpsamt verktyg..
Redo för arbete : En studie kring arbetsförmåga hos personer efter förberedande arbetsträning
In recent decades, mental illness has increased in Sweden, and in parallel to this there has been an increase in unemployment. This implies that it is harder for people who have been away from employment for long periods due to ill health to return to work. The purpose of this study was to examine the work situation of people with mental illness who had undergone prevocational training, and to identify psychosocial factors relevant to their current work ability. The aim was also to describe how those who had undergone prevocational training perceived that it had affected their work ability. The study involved 19 participants who were interviewed and assessed with the Worker Role Interview, and an open question was asked about how they perceived that the prevocational training had affected their current work ability.
"Organisationsförändringen blev räddningen" : En kvalitativ studie om en organisationsförändrings inverkan på personalen
Requirements engineering is a widespread topic in the research field of informatics. However, there is little research regarding lack of requirements documentation and how it is perceived. The same applies for how requirements engineering in retrospect can be implemented. This is a debated issue on blogs and forums but it has not been reflected in the research area.Therefore, this study concerns research questions regarding how the developers, testers and requirements analyst experience the lack of requirements documentation and how requirements engineering in retrospect can be implemented.To answer these questions, data collection has been conducted through qualitative interviews with individuals affected by this problem in their everyday work.This study has provided an explanation of how the problem is perceived and what the consequences are, both direct and indirect. The impacts are divided into three categories and are presented as, emotional consequences, system implications and consequences regarding re source consumption.
Stressat vardagspussel i Sverige : - individens upplevda stress i relation till sociala förbindelser och ny individualism
This essay addresses the issue of stress by income earners in Sweden 18-64 years old and any possible relationship to their social ties and the individualization process. The data were collected through a questionnaire, sent out to about 185 working men and women. The results showed a relationship between fewer social ties in everyday life and perceived stress of the individual. The result also showed a relationship between higher degree of individualization and stress. Both of these correlations is confirmed by previous research on the concept of work-life and theory of the new individualism.One of the most interesting results the study showed was that there was none relationship with gender and perceived stress in the individual.
Samverkan bakom eldsvådorna : Ett sociologist perspektiv på samverkan under en kris
Requirements engineering is a widespread topic in the research field of informatics. However, there is little research regarding lack of requirements documentation and how it is perceived. The same applies for how requirements engineering in retrospect can be implemented. This is a debated issue on blogs and forums but it has not been reflected in the research area.Therefore, this study concerns research questions regarding how the developers, testers and requirements analyst experience the lack of requirements documentation and how requirements engineering in retrospect can be implemented.To answer these questions, data collection has been conducted through qualitative interviews with individuals affected by this problem in their everyday work.This study has provided an explanation of how the problem is perceived and what the consequences are, both direct and indirect. The impacts are divided into three categories and are presented as, emotional consequences, system implications and consequences regarding re source consumption.
Tjänstekvalitetens inverkan på kundlojalitet : när en tjänst går från att vara avgiftsfri till att bli avgiftsbelagd
Title: The impact of service quality on customer loyalty - when a service changes from being free to become surcharged Authors: Carl Johan Olsson, Marcus Johansson and Victor Carlsson Supervisor: Hans LundbergCourse: Bachelor thesis in business administration, 15 Credits (15 ECTS) Keywords: Service quality, customer loyalty, price movementPurposeThe purpose of this essay is to increase the understanding if the perceived quality by the service users correlates with a future loyalty to a service when it cease from being free, to become charged.? Does the perceived quality of a service by the service users affect a future loyalty to a service, when it cease from being free, to become charged?MethodIn this essay we have chosen to implement a quantitative research method based on a survey. This choice was made in order to reach a sufficient large amount of service users and empirical data to answer our problem.ConclusionsAccording to the theory, customer satisfaction can be expressed through a comparison between customer?s expectations and the experience of using a service, and there are also positive correlations between service quality and customer satisfaction. Additionally, loyalty is based on service quality and customer satisfaction.
Lost In Translation : Betydelsen av Kultur utifrån Nationalitet, Lingvistik samt Organisation i Multinationella Team
As a result of globalization, multinational teams are being more frequently used in today´s businesses. This specific type of team can be described as heterogeneous when it comes to nationality and linguistics. The aim of this study was to explore the concept of multinational teams. This was made using culture as a main concept, and nationality, linguistics, and organizational culture in order to describe it. We intended to say something about how this type of team´s efficiency; when it comes to satisfaction and performance; was affected by national and linguistic heterogeneity within the team.
"Man får det intrycket av dig" : En samtalsanalytisk studie i journalisters användande av det indefinita pronomenet man i partiledarintervjuer.
This essay examines the communication value of music in television advertising. It studies different forms of music and whether these forms contribute positively or negatively to how television advertising is perceived and remembered. The forms are jingle, familiar song and unfamiliar song. 100 high school students participated in the study through a questionnaire. The study shows that music is an important tool that complements television advertisings visual aspects. Music creates feelings, emphasizes aspects of the image and clarifies the advertised message.