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1721 Uppsatser om Perceived Zero-sum game - Sida 36 av 115

Att marknadsföra ett företag med hjälp av nationalitet : En studie i hur marknadsföring och varumärkesbyggande med fokus på nationalitet fungerar och uppfattas

AbstractTitle: To Market a Company with the Help of Nationality ? A study in how marketing and branding works and is being perceived when it focuses on nationalityAuthor: Frida HanssonSubject: Media and Communication Studies CPeriod: Fall semester 2010Length: 38 pagesTutor: Else NygrenAim: Companies and various corporations are always on the hunt for the next big thing in marketing. One idea to market themselves and give them a chance to separate themselves from the cluster of companies aspiring to take your costumers away could be to market themselves with nationality. To investigate why and how some company?s chose to market themselves with nationality, and also study how this kind of marketing is being perceived by customers and non ?costumers.

Förskolans matematik : De yngsta förskolebarnens matematiserande i den fria leken

This study aims to visualize the youngest preschool children matematical learning in the free game. In my study the mathematics will be analyzed  based on the interactions children participate in, and how children experience mathematics through the lived body.I have chosen to undertake a qualitative research in form of observations. Through this research method, I would approach the child's perspective, which means that i analyze the material that the children in the observations reveals to me as a researcher.The results of the study show that children experience mathematics skills both through the lived body, as well as in interaction situations between children. The mathematics are around among us, all the time. This is very important to take into account for children's continued development of mathematical knowledge..

Touching reality: Exploring how to immerse the user in a virtual reality using a touch device

This paper explores the field of virtual reality and how immersion and presences can be increased when it comes to navigation and interaction with Virtual Environments. The availability of VR technology has sparked a trend, especially in game development. Old ways of designing for interactive environments have to be revised. This is done by exploring the massive body of work done on VR, exploring its underlying concepts, using tested design techniques and ways of evaluating interaction for VR. A design suggestion in the form of utilizing a tablet device as the main input device is derived.

Tweens' uppfattade värde av ett varumärke : - en studie av konsumenter 10-14 år och hur de relaterar sig till ett varumärke

Background:The value a consumer connect with a certain brand and its design differ from person to person. This value ought to be investigated. Why does people buy expensive things when there are cheaper alternatives? Is it brand equity and/or the perception of a brand?s value that make a difference? People strive to show themselves and to perform through products, which makes it interesting to see to the perceived value of design.Tweens is a group of consumers that are easily influenced to consume products by their surrounding. To choose clothes, shoes and other products after what your surrounding?s demand, is a way of adapting yourself to society.

Självkänsla och självpresentation online : En studie kring några individers självpresentationer i form av träningsbilder på Instagram och hur den upplevda självkänslan påverkar/påverkas av detta.

Through the birth and arise of the Internet people has been given great opportunities to make selective selfpresentations online, which in the long run has resulted in an easier retaining of the self- esteem than in the offline world. Simultaneously, the self- esteem has been viewed as a cause for both success and failure since it plays a vital role regarding our attitudes, emotional reactions and behavior. On this basis I wanted to study the relation between self- esteem and self-presentations closer. The purpose of the study is to describe and analyze how some users who publish training photos of themselves on Instagram experience how they present themselves within this forum and how these presentations affect/ are affected by their perceived self-esteem in their everyday life. The study is based on theories regarding self- esteem through Maslows? hierarchy of needs, the inner and outer self-esteem, and social comparisons.

Omklädningsrummens psykiska och fysiska miljö : Niondeklassares upplevelser av miljön, trygghet och kränkningar i omklädningsrummen

Several studies has identified the locker room experience as a potential deterrent for participation in physical education. Both psychological and physical issues arise due to several factors. Psychological issues include different kinds of verbal and physical violations, comparisons between pupils, feeling of vulnerability along with a stressful schedule. The physical environment can contribute to negative experience for pupils in terms of filthy premises and cold showers. These factors may contribute to higher absentee rates in physical education.

Känsliga kvinnor och mäktiga män : En kvantitativ innehållsanalys av genus-representationen i Sveriges Radios P3 Nyheter

The radio is a medium we often listen to whilst doing something else. We wake up, do the dishes, cook or drive to work. Radio as a medium reaches many people, regardless of whether it is through conscious or unconscious listening. We thereby thought it was an important medium to scrutinize in our study. The focus of our study is on the gender representation in P3 Nyheters broadcasts.

Lek och allvar : Om pokerspelande på nätet

This study explores the relatively new phenomenon of online poker. More specifically, it elaborates on who the online poker player is, why s/he plays online poker, what the fascination of the game is, why s/he continues to play, and what the experience is. The study is delimited to focus on individuals who mainly play Texas hold?em online. The empirical material is based on semi-structured interviews with active online poker players, as well as on secondary data such as articles and literature.

Internet som Relationsbyggare inom fotbollen : En fallstudie av Kalmar FF

The purpose with this essay is to analyze how football clubs can use Internet in sense of creating stronger relations towards their supporters and build an excellent experience before and after a specific football game. We have used the Swedish football club Kalmar FF as a role model throughout the essay. The techniques of the modern world are escalating and the World Wide Web tends to be more important in the way of creating experiences and relations. The essay is based on a qualitative research method which is based on and contains four independent interviews. The persons have been chosen by us for their knowledge in the specific subject.

Särskild planering för elever med fallenhet för matematik? : Eller för alla elever?

A current issue today is to try to implement creative design as a way to solve wicked problems in scientific contexts such as HCI. Since the problems are wicked, they have no given solution which makes the traditional methods inadequate. In these cases, creative design can be an alternative. Creative design is not used in scientific contexts because it is viewed as something unaccountable.In this essay we argue that creative design not necessarily have to be unaccounted. We discuss various views of creative design and translate theory to a practical context.

Kreativ design som ett sätt att lösa komplexa problem : Ett snapshot av designprocessen vid utveckling av en trailer för ett fiktivt tv-spel

A current issue today is to try to implement creative design as a way to solve wicked problems in scientific contexts such as HCI. Since the problems are wicked, they have no given solution which makes the traditional methods inadequate. In these cases, creative design can be an alternative. Creative design is not used in scientific contexts because it is viewed as something unaccountable.In this essay we argue that creative design not necessarily have to be unaccounted. We discuss various views of creative design and translate theory to a practical context.

Utvecklande AI - En studie i hur man skapar ett system för lärande AI

AI är något som blir allt viktigare inom dagens spel och får allt högre krav på att agera mänskligt och intelligent. Detta kandidatarbete undersöker vilken metod som är att föredra för att skapa en AI som kan lära sig av sina tidigare erfarenheter. Några av de metoder som undersöks är trädstrukturer, Artificial Neural Network och GoCap. Genom att skapa en applikation med en av metoderna samt göra en undersökning på hur AI:n i applikationen upplevdes fick vi resultat om denna metod var användbar. Utifrån detta diskuteras det ifall andra metoder hade varit mer effektiva, hur man hade kunnat förbättra AI:n samt hur framtiden för spel-AI skulle kunna se ut..

Invandrarprat och skam: en kvalitativ studie av retorikens betydelse

The purpose of this enquiry was to study how the rhetoric about immigrants (invandrarprat) influences the interpretation of reality in regards to new swedes. The study was conducted with the help of qualitative interviews with eight new swedes who, apart from their country of origin, by Swedish social standards would be considered average. Two questions were examined for the purpose of this study:1. How do new swedes react to rhetoric about immigrants?2.

Upplevelse av fotfunktion : efter konservativt behandlad hälseneruptur

Background: Previously research shows that people treated conservatively can have reduced foot function after Achilles tendon rupture. However, there are few qualitative studies in the subject, so this essay is written to provide a deeper understanding of how these people feel about their foot function one to two years after the injury.Purpose: Investigate how people perceive their foot function after conservative treatment one to two year after Achilles tendon rupture and if they have an avoidance behavior in their everyday lives.Method: Four people who suffered from Achilles tendon rupture participated in this qualitative study. The study was conducted with semi-structured interviews, which in turn were processed using qualitative content analysis.Results: The perceived foot function is today varied in terms of mobility, strength and pain according to the participants. They feel difference in their everyday life in comparison with before the injury. It appears that participants have avoidance behavior when it comes to the situation of injury.

Kommunikation och samordning : En studie av internkommunikationen inom Region Värmland

This paper deals with the subject internal communication. We received this assignment from Region Värmland, an organization formed jointly by the 16 municipalities in the county of Värmland, to take responsibility for regional development, growth issues, culture and adult education in Värmland. The organization consists of a number of geographically dispersed units with specialized working areas. In this type of organization, there are high demands on internal communication as a tool to coordinate the organization?s different units and integrate their work, in order to reach the common goals.

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