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1528 Uppsatser om Post-interactive - Sida 1 av 102

"Det är som att man trippar på någonting" : En studie om användarupplevelser och motivationskrafter inom interaktiv film

The aim of this thesis is to examine user experience and engagements in interactive cinema.A great deal of the research that is conducted today involves creating interactive films, toexplore and examine film structures. In this study, we build on this research by comparingthree different interactive film structures. To carry out our study, we have categorized threedifferent interactive films after three different models to define their narrative structureand interface. To examine the experiences of those structures we have performed anexperiment where we have collected data from the three different sources; interviews,observations and surveys.It is difficult to draw conclusions about how an interactive film should be constructed asdifferent structures apply to different narratives. Based on our research the conclusion canbe made that the combination between the narrative structure, the narrative content, theaesthetics, the implementation of interactivity and how the film?s interface is constructed ismore important than building a specific structure for an interactive film.

Interaktiva, digitala lärresurser : Med underhållning kommer motivation

Earlier research has shown that combining education with entertainment can improve students motivation in school. With this study we aim to learn more about interactive digital learning resources and how they should be designed to entertain and thereby contribute to motivation. We have identified aspects of educational games that also could be considered when developing interactive digital learning resources, to make them more entertaining and motivating. We have chosen to study and evaluate an interactive digital learning resource called ?Grasp the Disaster?, a fictional online adventure created for students in the ages between 13-15.

Interaktiv skrivtavla i undervisning : En multimodal fallstudie av en lärares användning av interaktiv skrivtavla i läs- och skrivundervisning

The aim of the study is to investigate how a teacher uses multimodal resources with an interactive whiteboard while teaching reading and writing. The aim is also to investigate what view the teacher has on using an interactive whiteboard while teaching reading and writing. Video-recorded observations and audio-recorded interviews are the methods used to collect data. The analysis was performed from a multimodal perspective and is also inspired by interaction analysis. The result of the analysis showed that the teacher uses several multimodal sign systems in combination with those found on the interactive whiteboard.

Barns möten med interaktiva medier

This essay deals with children?s and adolescents? use of interactive media as a tool for doing relations with each other. The purpose is to increase the understanding of the impact interactive media has on pupils? relations and identity development both in school and on their spare time. The school system?s mission is not only to teach formal knowledge and facts but also to train children?s social skills and abilities.

CINEMA TO ATTRACT: TRAILERN : ETT ÅSKÅDLIGGÖRANDE AV TRAILERNS MARKNAD, HISTORIA OCH FUNKTION

The aim of this paper is to examine the American movie trailer particularly its history, marketing and functions, presented as an historical overview from the serials of the early 1910s to the trailers of today. A trailer from each decade of the twentieth- and twenty-first centuries is selected which represent typical trends and shows how trailers historically functioned, including their formal, generic differences.The introduction focuses on the market in which the trailer operates, and raises the issue of the entertainment value of art or marketing, how the film industry works and to role of advertising. The second part of the introduction focuses on the development of film stars, and their importance in trailer campaigns. This brings in the question of the growth of Hollywood and new media forms/technologies. The manner in which new media also create a new type of audience is considered, which demonstrates how the trailers capture audience attention in new ways.The second part of the paper focuses on the history of the trailer and examines typical structures, of the different periods.The third part analyses how different trailers operate, and how the trailer industry stands at the beginning of a new era, the so-called Post-interactive era, which is discussed with regard to Spider-Man 2 and The Da Vinci Code..

Berättelsens labyrinter : Interaktiv fiktion och dess narrativa aspekter

This essay examines the narrative aspect of interactive fiction. The study uses Janet H. Murrays analysis of the digital environment and the properties of it as procedural, participatory, spatial and encyclopedic. From this, her three characteristic pleasures in digital narratives - immersion, agency and transformation - are examined from the perspective of interactive fiction. The study also examines Nick Montforts analysis of interactive fiction as a potential narrative and a simulated world or environment.

Interaktiv Webb 2.0 : Annonseringssystem för www.djurplatsen.se

Web 2.0 represents the next generation of creating interactive applications on the Web. The purpose of this thesis was to develop a service tailored to Web 2.0 technology, where users can post ads for free. The platform is an advertising system specially designed for animals. Surveys and interviews have been done; the result is that today?s advertising services on the Internet are not interactive and user-friendly.The users have the possibility to adapt different part of the system to their needs, such as choice of themes.

Lumilos

Lumilos is a work investigating the possibilities to use light and color in an interactive design context. I have explored different light sources and compared them to each other and given a short description of the history of light and how it has been developed during the industrialization in the western world. I have also investigated what is currently done in the field and summarized that with examples in the categories passive-, colored-, material- and interactive light. The conclusion is that working with interactive color and light is a hard task. There are many different angles to take into account such as personal likings and earlier experiences that is uncontrollable by the designer. Yet there are many possibilities and light is a material that is moldable in many forms. I have put the knowledge about light and color into practice and developed an interactive light wall that is visualizing energy consumption with the use of different colors of light and animations.

Attityden till de nya sätten att kommunicera : mobiltelefon och e-post

Detta arbete handlar om de nya sätten att kommunicera, främst e-post och mobiltelefon. Genom en enkätundersökning och fyra intervjuer på två verksamheter svarar jag på frågorna:· Vilken är attityden är till de nya sätten att kommunicera på arbetsplatsen?· I vilken utsträckning används e-post och mobiltelefon idag? Har de inneburit några förbättringar? Anser arbetstagarna att det behövs regler för att reglera användandet av e-post och mobiltelefon?Resultaten tyder på att e-post och mobiltelefon används i varierande utsträckning. E-post är mera uppskattat än mobiltelefon, men båda anses underlätta kommunikationen på arbetsplatsen vilket ses som en förbättring. Det finns en osäkerhet inför varför e-post och mobiltelefon införts i verksamheterna.

E-postens påverkan på den psykosociala arbetsmiljön

Teknikens utveckling har medfört att de flesta organisationer använder e-post, eftersom den är snabb och enkel att använda. Flera tidigare studier har visat att e-post skapar stress i arbetslivet. Syftet är att undersöka om e-post är förenat med upplevd stress samt vilka av faktorerna krav, kontroll och socialt stöd som korrelerar med dessa upplevelser. I studien undersöktes även om anställda känner sig stressade i sina arbeten. Studien bygger på en enkät med 50 deltagare från tre olika organisationer.

E-postens påverkan på den psykosociala arbetsmiljön

Teknikens utveckling har medfört att de flesta organisationer använder e-post, eftersom den är snabb och enkel att använda. Flera tidigare studier har visat att e-post skapar stress i arbetslivet. Syftet är att undersöka om e-post är förenat med upplevd stress samt vilka av faktorerna krav, kontroll och socialt stöd som korrelerar med dessa upplevelser. I studien undersöktes även om anställda känner sig stressade i sina arbeten. Studien bygger på en enkät med 50 deltagare från tre olika organisationer.

Jämförelse av användbarhet mellan integrerat intranät och e-post och separat intranät och e-post vid arbete med möteshantering

Vid möteshantering används många olika groupware, några av de groupware som används är intranät och e-post. Något som blir allt vanligare är att integrerade intranät och e-postlösningar (exempelvis Sharepoint) används vid möteshantering. Det behövs fler jämförelser om hur användbara olika informationssystem är vid möteshantering. Den här studien syftar till att jämföra hur användbart integrerat intranät och e-post är jämfört med separat intranät och e-post vid möteshantering. För att besvara frågan så har groupware walkhtrough och enkäter använts.

Interactive Visualization of Statistical Data using Multidimensional Scaling Techniques

This study has been carried out in cooperation with Unilever and partly with the EC founded project, Smartdoc IST-2000-28137. In areas of statistics and image processing, both the amount of data and the dimensions are increasing rapidly and an interactive visualization tool that lets the user perform real-time analysis can save valuable time. Real-time cropping and drill-down considerably facilitate the analysis process and yield more accurate decisions. In the Smartdoc project, there has been a request for a component used for smart filtering in multidimensional data sets. As the Smartdoc project aims to develop smart, interactive components to be used on low-end systems, the implementation of the self-organizing map algorithm proposes which dimensions to visualize.

Användbarhet för barn : En kvalitativ studie av SVT Play med fokus på användbarhet för barn i åldern 10-12 år

This thesis investigates in which way principles and theories of usability is revelant when evaluating interactive systems for children aged 10-12. It also investigates whether there are specific factors that you should keep in mind while developing interactive products for the targeted group.The results of the qualitative study shows that priciples and theories of usability is relevant when evaluating interactive systems for the targeted group. However there is one concept that is more significant than the others. Our study shows that our targeted group is sensitive to time-consuming activities such as loading times etc. which has to do with the efficiency of the system.

Interaktionens pris : Mot en ny konstkritik

The paper discusses the problems contemporary Swedish art criticism faces when judging performance art and interactive art. Problems include among others that performance art is collectively ignored in Swedish newspaper art criticism. This prevents art critics from fair contextualising of contemporary performance art. Down in the rabbit hole, performance by Tris Vonna-Michell and its reception exemplifies these problems. Performance and interactive art seems to be disturbing art critics.

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